#include "Character.hpp"



Character::Character()
{
  m_skinningMatrices = NULL;
}

Character::~Character()
{
}

void Character::init( const char* modelName, const char* sklName)
{
  m_model.load( modelName );
  m_skeleton.load( sklName );
  
  //m_pMesh     = MeshProxy.Load( meshName );
  //m_pMaterial = MaterialProxy.Load( matName );
  //m_pSkeleton = SkeletonProxy.Load( sklName );  
}

void Character::update()
{
  m_skeleton.computePose( 0, 0.0f, m_skinningMatrices);
}

void Character::render(aer::Camera *camera)
{
  m_model.render( camera );
  
  m_dbg.renderSkeleton( camera, &m_skeleton);
}

